There are cases where compilation fails, but no error message is recorded. They usually correspond to unimplemented features, but still failure should be forwarded to the caller, otherwise it will manifest itself later in more confusing ways (like not being able to find a function even though it was apparently correctly compiled).
Signed-off-by: Giovanni Mascellani gmascellani@codeweavers.com --- libs/vkd3d-shader/hlsl.c | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-)
diff --git a/libs/vkd3d-shader/hlsl.c b/libs/vkd3d-shader/hlsl.c index 0d9186ae..fc9b4256 100644 --- a/libs/vkd3d-shader/hlsl.c +++ b/libs/vkd3d-shader/hlsl.c @@ -1803,7 +1803,7 @@ int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d if (!hlsl_ctx_init(&ctx, profile, message_context)) return VKD3D_ERROR_OUT_OF_MEMORY;
- if (hlsl_lexer_compile(&ctx, hlsl) == 2) + if ((ret = hlsl_lexer_compile(&ctx, hlsl)) == 2) { hlsl_ctx_cleanup(&ctx); return VKD3D_ERROR_OUT_OF_MEMORY; @@ -1815,6 +1815,14 @@ int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d return ctx.result; }
+ /* If parsing failed without an error condition being recorded, we + * plausibly hit some unimplemented feature. */ + if (ret) + { + hlsl_ctx_cleanup(&ctx); + return VKD3D_ERROR_NOT_IMPLEMENTED; + } + if (!(entry_func = hlsl_get_func_decl(&ctx, entry_point))) { const struct vkd3d_shader_location loc = {.source_name = compile_info->source_name};